[PC] H: Scaled Axolotal W: Cursed Broadsider or two of listed legendary mod effects

The legendary mods I am looking for are Two Shot, Stabilizers, Durability, Swift, and VATS Optimized

I know its a lot to ask, but well, someone gave me the fish when I was just starting out on pc, and i am scared to accidentally turn it into bites, and would like to display it, but have no way to do so. I have been enjoying the broadsider and black powder weapons and am hoping to get a bit more punch in them, and hoping to find the fish a better home where it will be displayed

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u/sombertownDS — 3 days ago

I have made mods where I have been able to add characters to countries, how to I explain the advisor slots?

I am looking to make a mod that changes the available political advisor slots from 3 to 6, add a second theorist slot, 2 more HC slots, and possibly an extra slot for chief of army, air, and navy. How would I go about doing this, and making sure its compatible with most mods like R56. I have seen mods that ad a bunch more slots than that, and have peaked at the code, but have no idea what I am looking at, and don’t want to add too much like most others do. Any help would be greatly appreciated.

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u/sombertownDS — 10 days ago

Doing Germany, Canaris bug

Doing Germany, where Canaris takes power from Beck, offers reconciliation with Goerdeler, with a constitutional monarchy with Wilhelm IV, and ai can’t do Hold New Elections, because the SA has control in states, and I have no way to remove them. I know there are decisions that are available if you have your army in those states, but those decisions are not appearing. I hate to scrap this run but, i’m softlocked without using commands.

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u/sombertownDS — 10 days ago

Leahy USA Hearst PSA post war peace bug

When you finish the 2ACW, you get an event from PSA to restart elections, or invade them, clicking the event to restart elections, causes PSA to invade me, even with max relations and a non aggression pact. The other option in the event, has me declare war on them. Accepting the elections, then tag switching over to the PSA, has the USA declare war on the PSA.

Also setting the gamerule for the PSA to go Marshall/Arnold, has it go Hearst and never switch, with the ai staying Hearst but instead of authdem, as patauth

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u/sombertownDS — 17 days ago

Haven't found a ship that could beat this cruiser yet, even with no torpedo defense it still has no issues.

u/sombertownDS — 22 days ago
▲ 29 r/fo76

When your feeling tired but then Moonshine Jamboree hits

Also I need to learn some plans to do a quest, but I can’t learn plans unless its in new and its no longer in new, and idk what to do about it.

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u/sombertownDS — 1 month ago

Using FO4 Edit, How do I edit a clothes items special states

Hi, I am trying to make my first (and probably only tbh) mod for FO4, where some unique clothing variants get some tweaks and buffs, using FO4 Edit. For example, Grandpa Savoldi's Hat only gives 1 Charisma, and I want to change it to 2 Charisma, 1 Endurance, +2 DR, and enable ballistic weave. In "object effect" I can see it says "EnchClothingCharisma "Fortify Charisma" [ENCH:00192195]" and under a diffrent clothing, the dirty yellow trench coat (which is also on my list to edit later) it says "EnchClothingCHR_END "Fortify Charisma & Endurance" [ENCH:002483D5]". I don't want to mess this up so what does the "ENCH:00192195" mean, and what decides it. So how do I edit it correctly to do what I want to without breaking anything?

Any and all help would be greatly appreciated, so I can get this off the ground.

After I figure out how to do it, starting with that hat, I plan on editing these following items.

Grandpa Savoldi's Hat: (Vanilla: +1 Charisma) (Planned Mod: +2 Charisma, +1 Endurance, +2 Damage Resistance, Ballistic Weave)

Lorenzo's Suit: (Vanilla: +1 Charisma) (Planned Mod: +3 Charisma, +1 Endurance, +5 Damage Resistance, Ballistic Weave)

Cabot's Lab Coat: (Vanilla: +1 Intelligence) (Planned Mod: +4 Intelligence, +15 Energy Resistance, Ballistic Weave)

MacCready's Duster: (Vanilla: +1 Agility, Ballistic Weave) (Planned Mod: +1 Agility, +2 Perception, Ballistic Weave)

Minutemen General's Uniform: (Vanilla: +1 Charisma, +45 Damage Resistance, +80 Energy Resistance) (Planned Mod: +2 Charisma, +2 Endurance, +80 Damage Resistance, +80 Energy Resistance, +15 Radiation Resistance, Ballistic Weave)

Minutemen General's Hat: (Vanilla: +1 Charisma) (Planned Mod: +1 Charisma, +1 Perception, Ballistic Weave)

Pirate Hat (Far Harbor): (Vanilla: +1 Charisma) (Planned Mod: +1 Charisma, +1 Perception, Ballistic Weave)

The Capitan's Hat: (Far Harbor): (Vanilla: +2 Intelligence, +2 Damage Resistance, +2 Energy Resistance, +10% Movement Speed) (Planned Mod: +2 Intelligence, +1 Perception, +1 Charisma, +12 Damage Resistance, +8 Energy Resistance, +10% Movement Speed, Ballistic Weave)

Grognak Costume: (Vanilla: +2 Strength, +25% Damage Modifier to Melee Weapons) (Planned Mod: +3 Strength, +1 Endurance, +1 Agility, +1 Charisma, +25% Damage Modifier to Melee Weapons, Ballistic Weave)

Legend of the Harbor (Far Harbor): (Vanilla: +2 Perception, +15% Damage Reduction from Mirelurks and Bugs) (Planned Mod: +2 Perception, +1 Charisma, +1 Endurance, +15% Damage Reduction from Mirelurks and Bugs, Ballistic Weave)

Mechanist's armor (Automatron): (Vanilla: +1 Endurance, +72 Damage Resistance, +72 Energy Resistance, +15% Damage Reduction from Robots) (Planned Mod: +1 Endurance, +2 Intelligence, +1 Charisma, +80 Damage Resistance, +80 Energy Resistance, +15% Damage Reduction from Robots, Ballistic Weave

Dirty Yellow Trench Coat: (Vanilla: +1 Charisma, +1 Endurance, +5 Radiation Resistance) (Planned Mod: +1 Charisma, +5 Radiation Resistance, Ballistic Weave)

Yellow Trench Coat: (Vanilla: +1 Charisma, +1 Endurance, +5 Radiation Resistance) (Planned Mod: +2(or 3) Charisma, +1 Endurance, +15 Radiation Resistance, Ballistic Weave)

Reginald's Suit: (Vanilla +3 Charisma, Ballistic Weave) (Planned Mod: No changes to its states, I want to replace it from the Surveyor Oufit to the Newsreader Suit)

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u/sombertownDS — 2 months ago

How Do I Prevent A Custom Advisor From Moving Sides In A Civil War?

How do I prevent any custom advisors/military hc/admirals/generals from swaping sides when a civil war fires?

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u/sombertownDS — 2 months ago

Does anyone think they could make basically what is a muted colorized version of this photo please? This is US Admiral Harry Yarnell

This is US Admiral Harry Yarnell, who among his very notable career , predicted and pioneered the attack on Pearl Harbor, which the Japanese would find out through the newspapers and basically copy his strategy

u/sombertownDS — 2 months ago

Follow up to my Yarnell post, with a New New England Naval tree I would like to propose (please see body)

The first image is the current naval tree. Navy is something, generally in the whole mod I think gets ignored, just look at how basic the generic USA and split offs navy tree is in the second image. I would like to propose a complete overhaul of the New England Naval tree and starting with image 3 is my plan/idea to do it. you start off with a triumvurate of old admirals to found the new New England navy, but they start dying and retire so you need to go through decisions to select a new chief, and a vice to go under them. A series of events will intoduce the canadites and what they offer, picking one via decision. image 4 is the options and a short brief of the branches they will provide. image 5 is the vice chief, who will be under and with the chief, allowing you to customise your build with the main buffs of the chief and the smaller buffs of the secondary to complement your main buffs from the chief. image 6 is another tree that allows and makes use of the rhode island naval college to buff and recruit admirals. Image 7 is the explinatoin of another tree, one dedicated to the USS Constitution and preserving naval history and museum ships for buffs, and to remove starting naval debuffs that effect you because of the poor state of the pride of new england (USS constitution). Next is some proposed mini branches for if the sons of liberty under grooves or pershing should deside to retain military rule. last is just a couple of changes I would like to see that has nothing to do with focuses but are more attention to detail stuff. I realize that because of how I had to do this the image quality is bad so i will be putting the images in the comments and hope that helps. if not I may just transcribe them into the comments too

u/sombertownDS — 3 months ago

He is one of the many characters I am currently attempting to include in my WIP submod, but out of all of the people I am attempting to add I believe that he is the most important and deserves to be included the most. A little background about this guy, He was in the navy since the Spanish-American War and retired from active duty as the Asiatic Fleet Admiral in 1940, where he moved to Rhode Island and died in 1959 at 83. During WW2 he had a navy desk job. When Pearl Harbor happened, they were coppying an exercise that this guy did that was forgotten and deamed unfair, where in '32 he took Lexington and Saratoga and staged a mock air attack against Pearl Harbor, exactly how the Japanese would later do it. I beleve he would be a nice fit for base KX New England considering his interesting history, New Englands lack of interesting admirals, and the location of his retirement and death. I believe at minimum he would need old_guard_navy, aviation_enthusiast, superior_tactician, and air_controller.

Some other noteworthy people I believe are worth including in not just my submod, but KX and even vanilla itself in some cases are: Robert Ghormley, Marc Mitscher, Jesse Oldendorf, Hugh Drum, Hiram I. Bearss, William J. Glasgow, James Lawton Collins, Manton S. Eddy, Johnson Hagood, Louis McCoy Nulton, John Lejeune, Samuel Rockenbach, William Standley, Sereno Brett, Edward Kalbfus, Joseph Strauss, and John McAuley Palmer

u/sombertownDS — 4 months ago